It takes 11s from the moment the unit get's in the range.
From the victim PoV, it takes shorter cause the animation starts a few seconds later which is why it looks "fast".
Outside of considering whether 11s it's fast or not i would make it based on number of models equals to 4 been the maximum number.
For comparison sake, the Salvage from UKF takes around 13s to salvage a 50% wreck (all vehicles start at this value) and it depends on number of models.
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My controls weren't working
And if they were, you were playing dishonorably,
And if you weren't, you were playing without skill,
And if you were, it's not fun to play that way,
And if it is, you only care about winning.
Bible of Scrublord, Psalt 3:16.
And if they were, you were playing dishonorably,
And if you weren't, you were playing without skill,
And if you were, it's not fun to play that way,
And if it is, you only care about winning.
Bible of Scrublord, Psalt 3:16.
Post History of elchino7
Thread: OKW Salvage15 Feb 2020, 22:28 PM
In: COH2 Gameplay |
Thread: Sturmpio Barbwire15 Feb 2020, 22:18 PM
As requested by OP In: COH2 Balance |
Thread: Recovery Sappers15 Feb 2020, 22:11 PM
That's not how it works. Because you can salvage the destroyed weapon. There's several problems with how it was implemented. 1- You can not salvage abandoned units. This includes vehicles. Therefore you will never get resources out of MGs or Mortars. 2- Teamweapons such as AT guns do leave a wreck, therefore you can salvage them. They give small amount of fuel/muni. ISG/Pack Howie gives mp. 3- You can't salvage certain bigger support weapons. You can do so with Soviet Howitzer, but not with B4. You can't with LeFH, but you can with Pak43 (both OKW and OH). 4- Values were normalised, but you will never get those values out of it. All wrecks start with 50% HP when a unit is killed. 5- While the LeFH is not able to be harvested, it's the one the exception at been at full health. 6- KT is considered a super heavy. In: COH2 Bugs |
Thread: Sturmpio Barbwire15 Feb 2020, 21:36 PM
Kubel, M3, HT, Puma, Greyhound, Stuart, T70, M8 Scott, can't cross it. You need Su76, Valentine or heavier to destroy it. In: COH2 Balance |
Thread: Sandbag squad split15 Feb 2020, 21:26 PM
Going a bit more indepth with the "bug". 1- All non conscripts sandbags seems to have no issues whatsoever to be built inside MOST POINTS. 2- Strategic points which use sandbags around the center have no issue to built sandbag inside them. 3- Strategic points which use other elements, such as barrels, don't allow sandbags to be built inside of them. 4- Regarding cap walking, whenever the squad is unable to perform an action which at first seems possible, it would have 1 model spread out of formation. 5- You can't cap 2 strategic points at the same time. Even if the 2nd strategic point is already capped, as long as the model remains inside it, models which have lagged behind can't start capping the first point. This also applies to VPs. In: COH2 Bugs |
Thread: Sandbag squad split15 Feb 2020, 19:58 PM
Edit: it seems like you can't realistically cap walk unless the points are really close to one another as the model starts to spread out at what it seems infantry max LoS. Edit2: you can' cap 2 points at the same time and if you start to cap another point, the last point you enter starts the capping while losing progress on the first one. OP: sandbags look fine to me. Tried on Langres. The ones which have limitations are Conscripts ones. In: COH2 Bugs |
Thread: OKW Salvage15 Feb 2020, 00:58 AM
OKW are crippled from the start from both fuel and ammo income, that was one of the main points of the faction since launch. and to salvage these materials to keep up in tech is very manditory. The faction has been reworked 2 times completely. First one basically removed all resource penalties and the 2nd one swap some units and reworked the whole tech system and units. You could argue there was a 3rd small rework. Back to the original point: The concern is not the action per se, but the speed at which they accomplish the task. Did OKW needed salvage when they had 66% resource income? Sure. Specially when facing Maxim spam. Do they need super fast salvage nowadays? Probably not. To clarify: i think this just a minimal issue but the solution is minimal and easy to implement as well. In: COH2 Gameplay |
Thread: OKW Salvage13 Feb 2020, 23:12 PM
This is my idea: -Increase salvage time -Give OKW an upgrade on Mechanised truck that allows it to function as a cache IF it's on a strategic point for the same cost as a cache. Reminiscence of old resource conversion. In: COH2 Gameplay |
Thread: Königstiger buff13 Feb 2020, 19:08 PM
Only "buff" the KT needs is the removal of mutual exclusivity with the Command Panther and SturmTiger. In: COH2 Balance |
Thread: TWP buff13 Feb 2020, 18:58 PM
Pak TWP is fine. Increase Stug TWP damage to 160 and it's fine. In: COH2 Balance |
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